Disclaimer: I am very bad at making voxels.
Thanks to Alex06 for his help getting some of those photos.
Thanks to Apollo for his awesome FX and Graion for his help in implementing the right configuration for it.

Traits:

-Cyborgs are not Immune to Tiberium Poisoning, but they self repair anywhere.
-CABAL infantry can be refunded at the Stasis Chamber for half it's cost.
-Some Vehicles and aircraft can create guard drones in different situations, these units will engage hostile units independent of the actions of the parent.

Hover drone, that is unarmed unless deployed, when ordered to do so it will burrow on the ground and cloack itself, it will fire spikes at hostile targets, which will turn enemies into non combat cyborgs if they manage to deal the killing blow, this unit doesn't uncloack when attacking.
Credits: Me.
Tier: 2 (requires Cabal Claw and Radar).
Armor: none.
Weapon warhead: Artillery (The better the armor, the less damage is dealt).

Cyborg Reaper

Similar to the Tiberian Sun variant except it doesn't release tiberium when killed nor can heal over it.
Can ensrane infantry like the original did, it fires rockets that gather elevation and hit random hostile targets, making it stronger in duels.
Credits: WW.
Tier: 3 (requires Cabal Claw and Supercomputer).
Armor: Light.

Mech equipped with a long range rocket launcher, can attack air units, detects stealthed ones and it can be ordered to deploy to remain static, in this state it takes less damage from all sources and it releases a defence drone to increase their damage output slightly.
Tier: 1 (Requires Warfactory).
Credits: Me.
Armor: Light.
Weapon warhead: Rocket.

Centurion

Quadruped walker, the equivalent to a main battle tank, designed to give anti infantry support to the seekers, can fortify it's position when ordered to deploy, similar to a tick tank, this unit also deploys defence drones when entrenched.
Credits: Me.
Tier: 1 (Requires Warfactory).
Armor: Heavy.
Weapon warhead: Rifle.

Support Drone that slowly assembles turrets over time, it can be ordered to deploy its turrets over a targetted area at any time, it is accompanied by two (or three, can't recall) defence drones.
Credits: Me.
Tier: 2 (Requires Warfactory and Radar).
Armor: Light
Weaponless.

Artisan turret

Small turrets that can be easily deployed around the battlefield, they may not be very durable, but the damage they deal can be quite troublesome if not stopped in time.
Credits: Me.
Armor: Light.
Weapon Warhead: Rifle and Armor Piercing (has two weapons).

Drone Host

Heavy artillery mech, this unit fires some artillery shells followed by two sentry drones that help distract enemies, any enemy killed by this unit or the drones is converted into a non combat cyborg, this mech is accompanied by three defence drones for close combat protection.
Credits: Me, HG_Scipción (Scrin Powerplant, the structure with a flying crystal)
Tier: 2 (requires Warfactory and Supercomputer).
Armor: Light.
Weapon warhead: artillery.

Paladin

Combat walker, designed using the data gathered from the construction of the Core Defender, it's equipped with dual laser cannons just as the original, self repairs, it's so big it breaks the fourth wall of any factory.
Credits: Me.
Tier: 3 (Requires Warfactory and Super Computer).
Armor: Heavy.
Weapon Warhead: Full damage.

Support Drone that scrambles the sensors of the enemy vehicles, reducing their combat effectiveness, detects stealthed units.
Credits: Me.
Tier: 2 (requires Air Factory and Radar).

Devourer

A flying grinder, similar to a RA2 in terms of speed and health, but being much a lesser threat in terms of damage output (because it has a much smaller area of effect), this unit will salvage the remains of any enemy unit that dies near it.
Tier: 2 (requires Warfactory and radar).
Credits: Me (Devourer), HG_Scipcion (That awesome refinery that can be seen).
Armor: Heavy.
Weapon warhead: Artillery (The better the armor, the less damage is dealt).

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